Wednesday, 2 September 2015

Horus Heresy Throne of Skulls & Hooters.

Kaelo and I will be attending the Horus Heresy Throne of Skulls on the 3rd and 4th of October. I will be gaming and Kaelo will be perusing the hall and taking lots of photos of the armies out there.

It looks to be an interesting event with some rules tailored towards each Legion's character.

GAMES
ARMY SIZEAt this event, the minimum size army you should bring
is 2,000 points, but, if you happen to have more than that,
bring it along and if your opponents are up for it, you
can play a larger game. In general, you should expect to
play 2,000 point games, and anything larger than that is
a bonus - there is no upper limit so feel free to bring as
much as you like, the only restriction is the amount of
time you have to play the game.

MAELSTROM OF WAR

We will randomly select missions from the list on page
148 to 153 of the Warhammer 40,000 rule book.

Additionally, there are rules below which allow for the
character of the Legions to shine through during your
games. These changes are detailed in the section titled
“Tactical Advantage” below.

Additionally, we are going to use a modified set of
Tactical Objectives to make the games feel like they are
happening in the Horus Heresy. These cards will be given
to each player on the day. They will contain an extra six
unique Tactical Objectives for the weekend, as well as the
standard ones found in the rulebook. There will also be
extra points available if certain armies complete certain
Tactical Objectives. The rules for how this works is under
“Legion Specialities” below.

THE LEGIONS

The Legions were the mightiest warmachine ever
unleashed on the galaxy. They had many different styles
of warfare, reflections of their Primarch’s vision and
personality. Nonetheless, irrespective of individual flair,
ultimately the result was always the same; the enemies of
the nascent Imperium would be utterly smashed and the
galaxy conquered.

TACTICAL ADVANTAGE

To represent this in the Maelstrom of War, each army has
a Tactical Advantage they can make use of during their
games. Which Tactical Advantage you use is dictated by
your Primary Detachment. If your Primary Detachment
is from the Ultramarines Legion, then you use the
Ultramarines Tactical Advantage – easy!

DARK ANGELS

The first Legion were one of the most successful Legions,
second only to Horus (and some say Leman Russ) in terms
of worlds conquered for the Imperium. This is obvious to
any who fight against them.If you complete all your Tactical Objectives in the same
turn then you gain an extra Victory Point.

EMPEROR’S CHILDREN

In their quest for absolute perfection the Emperor’s
Children were counted as one of the proudest Legions, their
individual skills second to none. Victory was celebrated
before battle and was rarely, if ever, proven wrong.Once per game, choose a Tactical Objective you have
just completed that requires a dice roll to determine
the amount of Victory Points scored. You score the
maximum amount of Victory Points for that mission. For
exampleaD3rollcountsasa3,aD6rollcountsasa6
and so on.

IRON WARRIORS

Grim warriors all, the Iron Warriors were marked by a
genius for siege warfare and a dark bitterness which would
see all their enemies’ accomplishments ground
to dust.

Your Iron Warriors units will deny objectives that are
within 6”. All the normal rules for claiming objectives
apply. Note: this rule does override the Objective Secured
rule.

WHITE SCARS

Little was known about this Legion, save for their lethality
and swiftness. The truth was that they were merciless yet
noble warriors, honed to a razor’s edge by their Primarch
and his beliefs.

You gain an extra Victory Point every time you complete
a Tactical Objective that involves a unit of White Scars
Bikes or Jetbikes.

SPACE WOLVES

As the Emperor’s executioners, the Space Wolves trained to
not only use the myriad of weapons available to the Legion
itself, but also to bring their enemies’ weapons to bear
against them.

You may use your opponent’s Tactical Advantage.

IMPERIAL FISTS

The Emperor’s chosen defenders, recalled to defend Terra
during his hour of need, the Imperial Fists were the most
stalwart and tenacious of the Legions.Your Imperial Fists units are able to claim objectives that
are within 6”. All the normal rules for claiming objectives
apply. Note that this does not override the Objective
Secured rule.

NIGHT LORDS

Dread warriors of horror, fear and mayhem, few foes
survived the mental onslaught of the Night Lords, let alone
when their Legionnaires actually attacked.Once per turn, after drawing your Tactical Objectives,
you may treat any Tactical Objective as the Psychological
Warfare Tactical Objective, but may only ever score 1
Victory Point from it if they do so.

BLOOD ANGELS

Noble warriors marked by a tragic flaw and a dark fate,
the Blood Angels are forever haunted by a lust for more
than battle or glory.You score double the Victory Points for any Tactical
Objectives or Secondary Missions which were achieved
during your Assault phase and involved the destruction
of enemy models with Blood Angel units. Remember that
any multiplication is always done before addition! So for
example if you gain double Victory Points from a mission
that gives D3 + 3 Victory Points, you double the dice roll
result, and add on 3.

IRON HANDS

The Iron Hands were implacable and cold, warriors
marked as much by what they had lost as by what they
had gained from their bionic implants.You score double the Victory Points for any Tactical
Objectives or Secondary Missions which were achieved
during your Shooting phase that involved the destruction
of enemy models using only Iron Hands vehicles or
walkers. Remember that any multiplication is always
done before addition! So for example if you gain double
Victory Points from a mission that gives D3 + 3 Victory
Points, you double the dice roll result, and add on 3.

WORLD EATERS

Blood-soaked fighters, driven by barbaric implants to
increase their already heightened relish for bloodshed, the
World Eaters left very little alive in their wake.Once per turn, after drawing your Tactical Objectives,
you may treat any Tactical Objective as the Blood and
Guts Tactical Objective for that turn, but may only ever
score 1 Victory Point from it if they do so.

ULTRAMARINES

Gifted tacticians all, every Ultramarine
commander could read the flow of battle like a book,
and react accordingly.You may draw an extra Tactical Objective at the start of
each turn, and then discard down to the correct amount.
You may also discard an extra unwanted Tactical
Objective at the end of each turn, rather than one as
normal.

DEATH GUARD

Few tactics were held as taboo by this determined and
ruthless Legion, whose incredible resistance to poison and
disease led them to use barely sanctioned weapons as often
as could be tolerated. Their scorched earth tactics made
holding ground against them nigh on impossible.

You may pick one Objective in your opponent’s table half.
This Objective counts as being captured by your units at
all times; provided there are no enemy units within 3”
of it.

THOUSAND SONS

The Thousand Sons were sorcerer’s all – gifted psykers who
could manipulate time and space as simply as breathing
and walking.Once per game, you may swap the assigned number of
two Objectives at the beginning of your turn. This effect
lasts for the rest of the game. For example, you could
make Objective 1 Objective 3, and vice versa. Just the
numbers change, any Mysterious Objective results, or
similar effects remain where they are.

LUNA WOLVES/SONS OF HORUS

The greatest of all the Legions were savage and unrelenting,
unwilling to accept anything less than victory for their
beloved Primarch. Their favoured method of warfare was
to decapitate enemy leadership before they even knew they
were fighting.

All Secondary Missions are worth D3 Victory Points to
you, rather than just one each, if they are completed by
Luna Wolves or Sons of Horus units.

WORD BEARERS

Widely believed to have been at the root of Horus’s
betrayal, the Word bearers have long held the favour
of darker powers for their accomplishments and
zealous worship.

You may re-roll the dice when determining how many
Victory Points you score from any completed Tactical
Objective.

SALAMANDERS

The Salamanders were marked by a nobility and kindness
which was largely absent in the other Legions. Nonetheless,
when their wrath was roused it was terrible to behold.You score double the Victory Points for any Tactical
Objectives or Secondary Missions which were achieved
during the your Shooting phase and involved the
destruction of enemy models using nothing but template
weapons from Salamander units. Remember that any
multiplication is always done before addition! So for
example if you gain double Victory Points from a mission
that gives D3 + 3 Victory Points, you double the dice roll
result, and add on 3.

RAVEN GUARD

Though famous for using ambushes and stealth to win
their battles, the Raven Guard’s most deadly weapons were
often their elite killers – assassins of the highest calibre,
from their Moritiats to their Seeker squads.Once per turn, after drawing your Tactical Objectives,
you may treat any Tactical Objective as the Assassinate
Tactical Objective for that turn, but may only ever score 1
Victory Point from it if they do so.

ALPHA LEGION

Masters of deception, disguise and infiltration, no one was
safe from the predations of this secretive Legion, not even
themselves.During your turn, you may treat one of the enemy’s
Tactical Objectives as your own in place of one you have.
The opposing player does not have to discard this mission
once it has been completed, but may do so if they wish. If
the Tactical Objectives are meant to be kept hidden, then
choose one at random instead.

CULT ARMY LIST

Desperate to draw the attention of the Dark Gods,
the cults of chaos will go to extreme lengths in order
to improve their standing in the eyes of the pantheon
of chaos.Once per game after drawing new Tactical Objectives,
you may discard any or all of your Tactical Objectives
and draw fresh ones.

MECHANICUM

Every cog in the machine is programmed to do the
Omnissah’s will. The will of the Machine God however, is
mutable, and each cog can be turned to his chosen purpose
with the press of a button.You can choose one of your units at the beginning of
your turn. That unit gains the Objective Secured special
rule until the end of the turn.

SOLAR AUXILIA

The Solar Auxilia outnumber the very stars
themselves – a fact their enemies find out very quickly
upon entering battle.Once per turn, after drawing your Tactical Objectives, a
Solar Auxilia player may treat any Tactical Objective as
the Overwhelming Firepower Tactical Objective, but may
only ever score 1 Victory Point from it if they do so.

MILITIA ARMY LIST

The Militia, formed not to capture territory but to hold
it, are largely defensive in nature, but fight with the vigour
and tenaciousness of those who are defending hearth
and home.Once per turn you may treat any Tactical Objective as the
Hold the Line Tactical Objective, but may only ever score
1 Victory Point from it if they do so.

“LEGION SPECIALITIES”

Each Tactical Objective will be assigned a number of
different armies that specialise in that kind of warfare.
If that army completes that Tactical Objective, they gain
an extra Victory Point. The armies that gain the extra
Victory Point are listed on the Tactical Objective cards
themselves.

FACTIONS

Upon registration, you will need to declare your
allegiance - will you fight for the Emperor of Man, or the
rebellious Warmaster?

One thing we are not happy about is the fact Warhammer World closes at 8 now. At previous events quizzes, late night gaming and drinking could be had at the venue. The issue is the new layout has the entrance actually pass through the GW store. . . . So they would need to put staff on to 10/11 o'clock to keep the store protected from thieves etc. Apparently they are looking into solutions to overcome this oversight.

Anyhoo that means after game 3 we will be mosying to Hooters for some hotwings, Chicken, Ribs and Beer.

14 comments:

That looks like a fun event. If it wasn't so close to my sons birthday is be going but I'll never get a pass for those dates (although I hear hooters do kids party packages...) The rules look interesting and it's good to see thier thoughts on the legions they haven't covered yet. And that explains it, I wondered why WHW closes so early now. It's still open late on gaming night. They need to solve that as s bar full of paying customers is a lot of money to be lost in anyone's book.

Also, I like the option of using more points but I reckon 2000pts is probably about right for the time they have allocated. Maybe it's so if two people turn up and fancy throwing in a Fellblade each side they can do it. FW really do seem to hit the freedom of play nail where GW always end up sounding clunky and/or prescriptive

This event sounds like a ton of fun! I love how they made each army even more individual, though primarily based on objectives or victory points.I would love to attend, if not for playing then for enjoying the great hordes of FW HH miniatures. If I just had the funds! Maybe next time!

Drake Seta - Back on your post from Saturday regarding the awesome Warlord Titan, you provided the recipe on your Klear wash. You mentioned (2) cap fills of Pledge were used to make the mix.

However, the caps looked huge on the pledge bottle you showed. Did you add (2) of those monster caps to your mixture, or was it a cap from a paint pot? Would you say the ratio then 50% citadel washes and 50% water + Klear?

Hi Jason. Welcome :)I would not change the water ratio or the two citadel wash pots. That is the core. One cap full is pretty much the same as a paint pot. You could always start with one capful and go up until you are happy with the wash. The more Pledge the longer it takes to dry and therefore the less surface glazing occurs. Work on one area at a time so that it can be adjusted should it have pooling. Hope this helps.